﻿using Asplode;
using Asplode.GameEntity.Weapons;
using BEPUphysics.Entities;
using Microsoft.Xna.Framework;
using Asplode.GameEntity.Characters;
using Asplode.GameWorld;

namespace FlyingGamePC.GameEntity.Weapons
{
    public class Bite : Weapon
    {
        public Bite()
            : base("bite", 1000, INFINITE_AMMO, 4.0f)
        {
        }

        public override void Shoot(Character character, Character target, GameWorld.EntityFactory entityFactory)
        {
            if (target != null)
            {
                EventDispatcher.Instance.RaiseDamage(character, target, 5);

                FinishShot();
            }
        }
    }
}
